Gurumes, Curse of the Blood Rubies (Dragon Ball Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class and Adventurer (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (Movies), chaotic evil


Armor Class 20 (Natural Armor)
Hit Points 152 (16d8 + 80)
Speed 75 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Str +9, Dex +9, Con +9
Skills Intimidation +6
Senses passive Perception 12
Languages Common
Challenge 10 (5,900 XP)


Ki. Gurumes has 15 ki points which he can expend. All ki points are regained at the end of a long rest.

Further Beyond. When Gurumes is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until He finishes a long rest.

Unarmored Movement. Gurumes can move along vertical surfaces and across liquids on his turn without falling during the move.

Endurance. When Gurumes is subjected to an effect that allows him to make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds and only half as much on a failure.

Rage State. For 1 Ki Point, Gurumes can awaken his inner rage. While doing this, he gains the following benefits.

  • His Strength becomes 24(+7), his Dexterity 24(+7), and his Constitution 24(+7). As such, his AC becomes 24, his bonus to hit for his Unarmed Strikes becomes +11, and the bonus to damage for those attacks becomes +7.
  • He is blood-lusted.
  • He must spend 1 Ki Point at the end of each of his turns to maintain this Transformation.

ACTIONS

Multiattack. Gurumes makes 2 attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) force damage.

Stand Ground (1+ Ki Point). Gurumes takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Gurumes may use this as a bonus action for 1 additional ki point.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 10 Constitution saving throw or be stunned until the end of Gurumes' next turn. Gurumes may only make one sledgehammer attack per turn.

Full Power Blows (1+ Ki Point). As a bonus action, immediately after Gurumes makes an attack with the Attack action on his turn, he strikes once with as much force as he can draw. Gurumes turns two of the attacks he can make with the attack action into one strike, rolling one attack roll and counting it as one attack, but adding the damage die and half the modifiers of the additional attacks to the first. You may add one more attack you can make with the attack action for each additional ki point you spend.

Exchange Blows (2 Ki Points). As a reaction when an attack roll is made against Gurumes, he makes an unarmed attack against the attacker.

Massive Blow (1+ Ki Points). When Gurumes hits a creature with an unarmed strike, he can use a free action to turn it into a massive hit. They must make a Strength saving throw, or be moved up to the damage dealt in feet, rounded to the nearest 5. On a success, they only move half the distance. They can only move a maximum of 15 feet for every ki point you spend making it a massive hit. In the case that something is in the targeted creature's way, they must make a Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points.

REACTIONS

Deflect Missile. When Gurumes is hit by a ranged attack, reduce its damage by 25 (1d10 + 15). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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[Source].

Despite his looks, Gurumes was once able to conquer a wide swath of land, which he dubbed the Land of Gurumes. After discovering a large deposit of the mysterious and valuable Blood Rubies beneath his nation, he began to adorn his palace and person with them, unaware of their deteriorating properties. After the stones turned him into a tyrant, his wrath eventually attracted the attention and aggression of Goku and his new friends. With his goal of gather the 7 Dragon Balls in order to wish to cure his hunger, he led his army and the mercenaries Bongo and Pasta to try and attain his wish. When he was forced to fight, he was so powerful that he was able to effortlessly take on Goku's Kamehameha with little to no damage, and flatten Bongo within one strike.



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